Huge Dragon, Lawful Evil
Armor Class 20 (natural armor)
Hit Points 250 (18d12 + 108)
Speed 40 ft., Burrow 30 ft., Fly 80 ft.
STR
25 (+7)
DEX
10 (+0)
CON
23 (+6)
INT
16 (+3)
WIS
15 (+2)
CHA
19 (+4)
Saving Throws DEX +5, CON +11, WIS +7, CHA +9
Skills Perception +12, Stealth +5
Damage Immunities Fire, Lightning
Senses Blindsight 60 ft., Darkvision 120 ft., Passive Perception 22
Languages Common, Draconic
Challenge 16 (15,000 XP)
Proficiency Bonus +5
Traits

Legendary Resistance (3/Day). If the dragon fails a saving throw, it can choose to succeed instead.

Actions

Multiattack. The dragon can use its Frightful Presence. It then makes three attacks: one with its bite and two with its claws.

Bite. Melee Weapon Attack: +12 to hit, reach 10 ft., one target. Hit: 18 (2d10 + 7) piercing damage plus 5 (1d10) lightning damage.

Claw. Melee Weapon Attack: +12 to hit, reach 5 ft., one target. Hit: 14 (2d6 + 7) slashing damage.

Tail. Melee Weapon Attack: +12 to hit, reach 15 ft., one target. Hit: 16 (2d8 + 7) bludgeoning damage.

Frightful Presence. Each creature of the dragon's choice that is within 120 feet of the dragon and aware of it must succeed on a DC 17 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the dragon's Frightful Presence for the next 24 hours.

Plasma Breath (Recharge 5–6). The dragon exhales plasma in a 90-­foot line that is 10 feet wide. Each creature in that line must make a DC 19 Dexterity saving throw, taking 66 (12d10) radiant damage on a failed save, or half as much damage on a successful one.

Legendary Actions

The dragon can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The dragon regains spent legendary actions at the start of its turn.

Detect. The dragon makes a Wisdom (Perception) check.

Tail Attack. The dragon makes a tail attack.

Wing Attack (Costs 2 Actions). The dragon beats its wings. Each creature within 10 feet of the dragon must succeed on a DC 20 Dexterity saving throw or take 14 (2d6 + 7) bludgeoning damage and be knocked prone. The dragon can then fly up to half its flying speed.

Lair and Lair Actions

Purple dragons make their lairs in Underground or mountainous places, using their plasma breath and their burrowing ability to carve out crystallized caverns and tunnels beneath the stone.

Plasma arcs rage around a legendary purple dragon’s lair, and narrow tubes lined with molten stone ventilate the lair, all the while avoiding the deadly plasma arcs that are the dragon’s first line of defense.

A purple dragon will melt the caverns that make up its lair into molten stone if that lair is invaded and they start to loose the battle. The dragon then burrows out, leaving its attackers to be swallowed by the magma. When it returns later, it collects its possessions — along with the remains of the dead intruders.

Lair Actions

On initiative count 20 (losing initiative ties), the dragon takes a lair action to cause one of the following effects; the dragon can’t use the same effect two rounds in a row:

  • Part of the ceiling melts above one creature that the dragon can see within 120 feet of it. The creature must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) fire damage and be swallowed the magma. The target is(3d6). A creature can take an action to make a DC 10 dexterity check, escaping from the magma
  • A cloud of plasma swirls about in a 20-foot-radius sphere centered on a point the dragon can see within 120 feet of it. The cloud spreads around corners. Each creature in the cloud must succeed on a DC 15 Constitution saving throw or be blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
  • Plasma arcs, forming a 10-foot-wide line between two of the lair’s solid surfaces that the dragon can see. They must be within 120 feet of the dragon and 120 feet of each other. Each creature in that line must succeed on a DC 15 Dexterity saving throw or take 10 (3d6) Radiant damage.

Regional Effects

The region containing a legendary blue dragon’s lair is warped by the dragon’s magic, which creates one or more of the following effects:

  • Plasma arcs rage within 3 miles of the lair.
  • Personified Plasma scour the land within 3 miles of the lair. A [Tooltip Not Found] has the statistics of an fire elemental, but it can’t fly, has a speed of 50 feet, and has an Intelligence and Charisma of 1 (−5).
  • Hidden molten stone chunk form in and around the dragon’s lair. A chunk of molten stone can be spotted from a safe distance with a successful DC 20 Wisdom (Perception) check. Otherwise, the first creature to step on the thin crust covering the stone chunk must succeed on a DC 15 Dexterity saving throw or get burned 1d6.

If the dragon dies, the Personified Plasma disappear immediately, and the plasma arcs abate within 1d10 days. Any stone chunks remain where they are.

Habitat: MountainUnderdark

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